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About Businfu

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    Nuclear Rocketry Enthusiast

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  1. I present the latest (and best documented) foray into kolonization! Without much thought, I started posting this on the MKS page, but it keeps getting longer and now I want to give thing it's own thread! Part I Part II Part III Part IV Part V If people like it, there will be more to come!
  2. Nice! Seems to be working as intended. Just to confirm, the whole heat jumping up in other parts of the ship after a timewarp is a stock bug correct?
  3. Ah I see. Just posted images testing all engines to demonstrate what I found. then saw that you posted about the .dll.
  4. So I just took a small test ship into orbit with the Neptune. This is what happened: It looks like i now need to have the full amount of radiators installed to prevent overheating if the engine is at full throttle. I only had 400kW installed on the test ship because I expected that running the engine to dissipate more heat than it did. I was wrong, it doesn't dissipate much heat and the core quickly overheated and shut down. after it reached shutdown temp, the reactor shut off and the engine started to slowly cool. but too my surprise when I throttled up, I could still run the engi
  5. I'm talking about the (very fun) NFE reactor mechanics, so yeah we are on the same page. The reactor mechanics on the Kerbal Atomics engines aren't 'out of the box' per-se, as you need NFE installed and you need to actually implement the MM patch, but I suppose there wouldn't be much of a patch to write for anything else... I put together the reactor compatibility patch with Streetwind for the USI mods with by laying out values and filling in the blanks according to gaps in progression all while balancing ratios of relevant statistics. If you feel confident with what's under the hood
  6. Are you talking about the NFE-compatibility version of these engines? Because if so, I worked most of it out awhile back and patched over Atomic Age. I can share some notes if you'd like. I've been wanting to do a more wide-scoped project (and mm patch PR) but.. you know... real life and stuff....
  7. Haha! After looking at @panarchist's airplane I love the cockpit model even more. Perhaps some sort of malemute-stock form factor adapter plate is in order? I want Val to look over at Jeb and see this: Except there is no way Jeb would use the targeting computer!
  8. I just had to say that I love this mod and I'm very very happy it's already ready for 1.1
  9. Once you start dealing with interplanetary missions, the game takes on a whole new level of planning. For one, you'll want to get an efficient LS recycler on board (science lab!). In terms of actual planning, probably the best way is to use a combination of: Kerbal Alarm Clock AND Transfer Window Planner AND some scribbled notes on your desk that you hopefully don't recycle on accident! Oh and you'll also want to pick up Precise Node if you haven't already. So to be clear; to plan for your duna mission, you can use transfer window planner to calculate both
  10. Man is that exciting!! Congratulations on working out the NFE connversion so quickly as well. I'm very happy about where all of this is going. I spent some time over the weekend dinking around with it and I do have some feedback/observations. I feel like they aren't quite there and I want to do what I can to help. 1. I love that firing the engines cools them down! I was turning up the reactor to 100%, letting it go almost to critical and then injecting LH2. It's a lot of fun to see the temporary (and dangerous) boost in thrust and Isp. 2. After playing with the rea
  11. Awesome news! I hope you get far. So talking about radiation: the lab I work at applied for a NASA grant awhile back to test the healing potential of banked bone marrow stem cells (specifically mesenchymal stem cells, MSCs) in jumpstarting the healing process in tissue damaged by radiation exposure. Bummer was we didn't win the grant. nonetheless, worth mentioning because these cells have the capability to transfer healthy mitochondria and vesicles of enzymes/nutrients into damaged cells to help them repair and may someday help with radiation exposure/poisoning. The work at this stage i
  12. THIS IS AWESOME! The last time I spent serious effort on KSP I was messing around with adding ModuleFissionReactor to Atomic Age nukes... Never got it to work well though. I've been dreaming (and wanting) to have bimodal NTRs (especially with Nertea's epic modelling skills) in KSP for a long time. Also, I love the boil off mechanic! I remember bringing it up in the cryogenic engines thread a long time ago and someone told me to bug off and install real fuels... I gotta disagree. This mechanic is great. Not very difficult to overcome but it still requires planning and it gives a nice
  13. I really like the way this mod fits in with EPL and MKS... It would be a shame to screw the plans for compatibility. As is, this is literally the perfect mod for those like myself who enjoy a difficult career mode experience that rewards recycling old stations/stages/whatever for parts. Although EPL is great for end game, there is something really satisfying/immersive about the way your mod rewards building things bit by bit with KIS. Moving away from compatibility with these other mods would be an immersion-breaking bummer. Don't get me wrong, I'm also a fan of the concept of resource req
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